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SF1 Editor

Updated 6/19/18 (v3.2.1)

Discussion about the original classic Genesis/Mega Drive game. Posts about the GBA remake belong in the forum below.

Re: SF1 Editor

Postby Runesamurai » Tue Jun 05 2018 3:02pm

God bless you rubixcuber. I can't wait to see how far this editor goes.
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Re: SF1 Editor

Postby rubixcuber » Tue Jun 05 2018 7:50pm

Small hotfix update. Save in Graphics Editor to apply

v3.0.1 - 6/5/2018
[Maps]
* When editing HQ slots, can only select 0-29
[Graphics]
* Fixed occasional crash when loading spell graphics with the Expanded Graphics
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Re: SF1 Editor

Postby projectego » Tue Jun 05 2018 9:40pm

Amazing work as always! Cheers for supporting the editor for so long and adding more new features; can't wait to get stuck in!
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Re: SF1 Editor

Postby rubixcuber » Fri Jun 08 2018 6:23pm

v3.0.2 - 6/8/2018
* Version number displayed in title

[Maps]
* Can edit five groups of special entrance/spawn tiles
[Mechanics]
* Fixed default evasion rate issue with the new muddle option
* Fixed crash/conflict with extended classes
[Animations]
* Fixed issue where you could get a negative number of frames while typing
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Re: SF1 Editor

Postby Erikin84 » Fri Jun 08 2018 6:25pm

Sweet, thanks rubix
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Re: SF1 Editor

Postby projectego » Fri Jun 08 2018 9:52pm

Can't wait to try out the new version this evening. Cheers RC!
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Re: SF1 Editor

Postby rubixcuber » Sat Jun 09 2018 2:37am

Quick hotfix update

v3.0.3 - 6/8/2018
[Graphics]
* Fixed an issue where it forgets how many map sprites you've added upon multiple saves
[Animations]
* Can backspace to 0 frames to allow typing single digit frames
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Re: SF1 Editor

Postby Runesamurai » Sat Jun 09 2018 3:26am

Will this still work on roms edited by previous versions?
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Re: SF1 Editor

Postby PlayerLin » Sat Jun 09 2018 6:24am

Runesamurai wrote:Will this still work on roms edited by previous versions?


It should.

Mostly, unless something in the ROM got corrupted too much that beyond to repair.
Like some changes may not reverted the damages caused by some buggy editor versions, and needed rebuilt or use backups, yes, make backups always be good idea.
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Re: SF1 Editor

Postby rubixcuber » Sun Jun 10 2018 9:34pm

v3.0.4 - 6/10/2018
[Battles]
* Can't reduce the number of force members below 0
* New force members are forced into the battle area so they shouldn't be hard/impossible to locate
[Scripting]
* Numerous check nodes that wouldn't work if added as new nodes should now work
* When connecting a new branch, its label is displayed
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Re: SF1 Editor

Postby projectego » Sun Jun 10 2018 9:37pm

Great update - some very welcome quality of life improvements. Cheers!
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Re: SF1 Editor

Postby rubixcuber » Wed Jun 13 2018 3:57pm

v3.1.0 - 6/13/2018
[Scripting]
* Set text sound nodes are clearer and display the name of the chosen sound effect
[Graphics]
* Added 24 new graphics to the cutscene section
* Added a selection menu for sprite text sounds
[Maps]
* Added a selection menu for music
* Added two advanced tile pointer settings
[Battles]
* Added a new sub editor that can edit the terrain and entrances for some maps that couldn't be edited with the normal battle editor
* Added a selection menu for music
[Scripting]
* Labeled the 'Set Portrait Version' node and added it to battle end scripting
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Re: SF1 Editor

Postby Runesamurai » Wed Jun 13 2018 6:59pm

Sweet!
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Re: SF1 Editor

Postby rubixcuber » Thu Jun 14 2018 7:05pm

v3.2.0 - 6/14/2018
[Scripting]
* New script section for Chapter Start scripts
* Changed the description for the Set Speaking Sound
* Added the Set Text Sound node from the dialogue scripting to the battle end scripts
* Corrected some mismatches on the voice labels
[Graphics]
* When saving the map sprite voices, should apply more universally to other scenes where they previously may not have been used
[Battles]
* AI regions should not get scrambled in certain situations when dragging terrains
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Re: SF1 Editor

Postby Runesamurai » Thu Jun 14 2018 7:52pm

Nice.
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Re: SF1 Editor

Postby Special T » Sat Jun 16 2018 12:42pm

Thanks for providing updates to the editor :thumbsup:
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Re: SF1 Editor

Postby rubixcuber » Tue Jun 19 2018 4:55pm

Fairly large update. There were some big behind the scenes changes in progress on the scripting sections. I think I tracked down all of the bugs there, but if you are going to be doing scripting changes I recommend making a copy/backup and testing saving the script changes just in case.

v3.2.1 - 6/19/2018
[Scripting]
* Added a title for the current script set
* New check nodes don't reverse their labels after saving and loading
* Option to disconnect just the inputs and outputs from a node
* [ and ] keys disconnect the inputs or outputs from the selected node
[Battles]
* Tiles which trigger selected AI behavior are highlighted
[Maps]
* Can drag sprites into the full area of a resized window
* Teleports without a valid destination are handled better in the editor
* When using 'View Target' the proper sprite set and graphics set will be displayed as if switching to that map normally
* When switching between subsections proper sprite set and graphics set will be displayed as if switching to that map normally
* Added Sitting and Speed settings to sprite editing
* Sprites marked as 'sitting' won't animate to reflect the in-game appearance
[Effects]
* Cursor shows up when editing text with the (Default) label
[Graphics]
* Weapon sprites can be shown in palettes past 63 when using extended items
* Amount of space used and available shown for each graphics section after saving
* Portraits relocated to their own section, freeing up more graphics space
* Backgrounds relocated to their own section, freeing up more graphics space
Last edited by rubixcuber on Tue Jun 19 2018 5:13pm, edited 3 times in total.
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Re: SF1 Editor

Postby Runesamurai » Tue Jun 19 2018 5:02pm

Bravo. This sounds helpful indeed.
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Re: SF1 Editor

Postby projectego » Tue Jun 19 2018 8:40pm

Another great update. Cheers!
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